You have not heard from me since the day I quit MA and stopped playing, due to some very respectful reasons in my RL. Well recently my girlfriend hasnt called me back for a week, and I started playing OMF and Echelon again. I see a lot changed, but oh well. As you all know, I play Chronos, and although I am not the best Chronos player, I have a thing for combos. I'm not exactly good at executing them, but I am good at making them (tip at my force backtracking bomb combo). So heres the deal:

Chronos combo, 39 hits, about 200 damage depending on pilot, not too difficult to execute if you skip a few parts, easily fragmented in up to 3 places. I'll give the full move list now and then take it apart bit by bit.

Now for the analysis:
a.LK > a.LP is a famous link because it can be used to attack with a fair range, and features two heavy hits. a.LK could have been very useful later in the combo, but I decided to put it first.
a.LP > LP > RK > LK is a slow link, however it does link and is not evadeable. This puts the first 4 moves as heavy ones, and by the time you complete them you have already dealt 90 damage.
LK > RP is quite evadeable, and is the largest reason this is a stun combo. Dont be afraid to use it on low stun people anyway, as the first four hits eat stun like pigs.
RP > j.fLK is not that hard to do with averagely agile players, but will be a burden with low agility. Also it is recommended that non professional players skip j.fLK and the next two hits alltogether, because they require very good timing to execute properly.
j.fLK > a.fRP easy but quick link. Requires the player to switch from the easy pace of the previous hits to a quick and daring pace. I personally sometimes get nervous at this place, due to this instant switch. Now that I think of it, it is probobly posible to replace a.fLP with a.RP, and extend the combo to 40 hits, or you could do a.RP > a.fLP and get 41 hits, but I seriously doubt this would work.
a.fRP > a.RK is easy, but you have to wait. If you do a.RK too soon, you will just flip over your oponent. You have to wait half a second, so the hit will bounce him against the ground and give you time to land.
a.RK > fLK > ffRP very easy stuff. Sometimes a.RK hits the oponent too high, if you executed it too late, and you have to wait a little to plant a perfect fLK. ffRP is never a problem here.
(LK) Spawn > (RK) Teleport > a.fRP (throw) is quite easy to do, but it doesnt always work. It depends on how high the oponent was when you froze him with ffRP, but I find that most of the time it doesnt fail. You have to be quick, so the oponent doesnt start falling, but there is a pretty large time span here.
(LP) Spawn > bLP (throw) > (LK) Spawn > bLP (throw) is fairly simple, but you have to be at a specific range to execute this. If you are unsure, I suggest you skip this part alltogether, or at least the LP crystal.
Super TAC > Super Teleport > a.fRP (throw) is taken from TUF's combo. Its a very sick trick that never fails, and can only be messed up by a wall or a slope, as it covers a large range. Super TAC doesnt always hit with all 10 crystals though, which is a pity, and if you do the Super Teleport too soon you will be hit by one of the crystals yourself, so be patient. Wait half a second. Yes it takes two energy bars that are hard to gain, but I assure you that even the least focused players will gain at least one bar from the first 10 moves of the combo.
Immediately after you land, having thrown the RP crystal in the air, you have to charge LK teleport. It is imperative that this happens instantly, because if you waste one moment you will not hit. The crystal will send the oponent up a little in hit bounce, and if you get there before he starts falling down, you are autherized to do a.fLK after. The hardest part is of course speed, and I recommend that players with a low speed atribute dont even bother doing this. Its a nice trick though.

I will not write where the fragments can be placed because I want to use this myself

Special thanks to:
Salem: For being my test dummy and helping me develop this online.
MrSiezen: for dueling me in my server and having this inflicted upon himself a few times, or a part of it at least.
TUF: For sereval helpful tips.

Now I'd like some feedback on this, as it was a weeks worth of research, and dont bother telling me something doesnt link because Ive seen it all link multiple times. Its good to be back _________________

That's a [filtered] nice combo man, all I can really say is cool :p
Now make us a really cool uber combo for Pyros, and we'll all be happy (well I will anyway, and that's all that matters)_________________WHEE! NEW HOMEPAGE!NightFall Half Life 2 Mod

Awesome stuff Discomb. The 4 crystals is wicked sick. Are you sure lk > rp is evadable? I didn't think it was possible to evade it, unless this is one of the points you plan to break it . 39 hits is unbelievable. Sorry about the girl.

Quote:

tip at my force backtracking bomb combo

!?! Linky! or if you haven't posted it yet post it!

Quote:

This means f(r)agmented combo's? I haven't seen ANY Jag fragmented combo yet btw. I surely would like to find out if there are any (except any grab combo).

Sorry for the OT. Jag's best reset is

arp lk rp rk frk ! lp [enter juggles]

It's disgustingly fast, possibly the fastest legal (blockable) reset in the game. This is the reset I started the whole "ground fragments are legal!" movement with. Also, in Jag's 28 hitter (my way, putting the light moves at the start rather than the end), if you don't do the light moves fast enough they automatically break.

Buda: I have already thought of what you suggested, but this makes j.fRK much more difficult to pull off. It is posible though, but I have a better plan. Leave LK > RP, BUT...
... after a.RK do fRP > fLK > ffRP
This adds the light and useless fRP in a place where the fLK is going to bring the person up anyway. And for the sake of altitude, scrap ffRP for ffLP. This makes the combo [color="red"]40[/color] hits.

Also I have experimented with a.RP, and it doesnt fit into my plan in any way. However, it allows for the highest no freeze chronos air combo, like this:
Whatever > RP > j.fRK > a.fRP > a.LK > wait > a.RK > j.RP > a.LP
The only air moves not used are a.fRP (useless anyway) and a.fLK (very useful in some situations). Actually, that "whatever" can be j.fLK > wait for landing > RP. This means that I used one ground and 7 air hits non stop.

Vuen: There is no need for a link to that combo. I thought it was brilliant, but it is a little pointless I agree. If I remember correctly, it was
Spawn LP > bLP (throw) > j.RK > fRK > LK > LP > bomb hits > Super Grav Well > Spawn RK > RP meteor > something
The point of it was confusion. You throw a bomb PAST somebody, and they have NO idea whate going on. Then you combo them into the bomb as it flies backwards, and in the middle of the combo it hits them, while you have time to get under, do Super GW, and be happy with a vortex in your hand. It was an attempt at being original.

So long as its a balance thread, I want to complain. Chronos has the largest amount of absolutely useless moves. Let me list them:
fLP: The single worst move in the game. It is light, slow, hard to link, and knocks the enemy straight into the ground without bounce. Ive had Mantises slide me while I was still in recovery from fLP. It just has to be the worst. DE, PLEASE, you could at least make it HEAVY!
fRP: Its quick so thats some advantage, but block or hit, the enemy loses so much altitude it is only posible to recover it with fLK. It wouldnt be absolutely useless if it didnt have NO RANGE AT ALL!
a.fRP: This one works much like a.LP, only it does half the damage, and has half the bounce. Its basically a cross between a.LP and fLP. Links to a.fLK in extreme cases.
fRK: This one is good for picking up enemies that have bounced off the walls in the Powerplant, or from the kicker in the Blast Furnace. However, I have found little other use for it. It takes a reasonably long time to charge, is light, and although it has an attractive range, it always hits the enemy too far for any of your other attacks to reach. Also it has a very un-sexy recovery time._________________

I think you are forgetting that the LK crystal is thrown shortest with bLP and longest with fLP. I dont know how you plan to do it with fLP, but even when I do regular LP it already is too slow to link._________________

fLP: The single worst move in the game. It is light, slow, hard to link, and knocks the enemy straight into the ground without bounce. Ive had Mantises slide me while I was still in recovery from fLP. It just has to be the worst. DE, PLEASE, you could at least make it HEAVY!

ROFL, I remember when I was starting with Chronos. I remember trying each of his moves to get a feel for them; this was one of many where I went "er, what?" It is by far the worst move in the game: light damage, short range, massive warmup (longer than most heavies), knockdown without bounce... It's just absolutely useless. Completely and utterly useless; I can't think of another robot that has such a completely useless move.

Neat Force bomb combo by the way. I've been working on an uber-cool super fire bomb combo; try this:
spawn lbomb, spawn rbomb, blp throw, spawn lbomb, jrk frk lk [jlk] superfirebomb *bomb hits* rgrav/rk
It links pretty well, and now it's just a matter of tacking on an extra 20 moves . With this you can probably do >55 hits and well over 200 damage.

fLP: The single worst move in the game. It is light, slow, hard to link, and knocks the enemy straight into the ground without bounce. Ive had Mantises slide me while I was still in recovery from fLP. It just has to be the worst. DE, PLEASE, you could at least make it HEAVY!

ROFL, I remember when I was starting with Chronos. I remember trying each of his moves to get a feel for them; this was one of many where I went "er, what?" It is by far the worst move in the game: light damage, short range, massive warmup (longer than most heavies), knockdown without bounce... It's just absolutely useless. Completely and utterly useless; I can't think of another robot that has such a completely useless move.

Neat Force bomb combo by the way. I've been working on an uber-cool super fire bomb combo; try this:
spawn lbomb, spawn rbomb, blp throw, spawn lbomb, jrk frk lk [jlk] superfirebomb *bomb hits* rgrav/rk
It links pretty well, and now it's just a matter of tacking on an extra 20 moves . With this you can probably do >55 hits and well over 200 damage.

I'll look into it for you

Edit:

I have trouble linking the Lk to the bomb... the enemy bot is just on the ground before I've even finished the LK... are you sure you listed the right move there? (pilot was Gracy BTW)_________________"I don't like pancake restaurants, you can only order 1 pancake at a time" - My girlfriend